This is the first version which supports the Marketing and Malpractice DLC. Make sure you have this version of the base game if you want to play with the DLC.

New features:

Supports Marketing and Malpractice DLC

Added 'Reset Progress' button to options menu

Balance/Tweaks:

Improved balance of ingredient distributions. There are a few less ingredients in each scenario which will reduce the number of duplicate cures and also force the player to get new location research earlier.

Tweaked the following challenges because the recent reduction in the number of ingredients and addition of booster effects made them impossible to complete on master rating: "Two is the magic number" (renamed to "Three is the magic number" - its original name!), "Good press", "Huge portfolio"

In challenge "Aiming to please", demand is shown as a decimal per day e.g. (4.0/d) as opposed to as a percentage so that it is consistent with the numbers on the cures tab in M&M DLC.

Added boosters to Free Build mode

Added boosters to Custom Game mode. There is a slider which allows you to choose the number.

Fixed bug where if you start then stop a trial and then start another one and allow it to complete, the game crashes.

Fixed bug where you could not proceed with gameplay if you have Briber perk and complete a trial with a negative cash balance.

Reduced time it takes to research Subzero Training and Deep Sea Exploration as reduced number of cures make these necessary for many more challenges than pre-DLC. Some challenges would be too hard without these reductions in research time.

Fixed glitch where buttons above sockets would become hoverable when you switched tabs, even when zoomed out.

Reduced Expert and/or Master level requirements for various challenges: Bottom Line, Game of Margins, Show Me the Money (also reduced time limit), Not for Profit, Regulation Business.

Added an extra forest ingredient to the following scenarios: Intermediate, Advanced, Crippling Debt, Room to Maneuver, Full Unlock.

Fixed bug where custom games did not always have 1 of every catalyst requested.

DiscussionAfter lots of playtesting and based on some feedback from players I decided to add an additional forest ingredient to many of the scenarios. This eases the competitive pressure a little in the early game, especially in the scenarios where you have two opponents.

This makes the requirement to go up to Desert exploration a little less pressing (although still highly viable) and enables additional viable strategies such as getting an early Multimixer and going for Level 1 Catalyst cures.

In addition I've tweaked a number of the expert/master ranking requirements just based on my own playtesting. Some of these felt overly tedious or dam right impossible to achieve and so I believe the changes I've made should help that.

Note: In this update I have added borderless window mode to the Windows version. If you are curently using the "-popupwindow" launch command, you should remove it and switch to borderless window mode via the options panel in-game.

Here are the specifics:

Added Polish language support for the DLC.

AI can use the multimixer and shaker more efficiently now. This means that they follow you up the tech tree more effectively. Expect the AI to be hot at your heels for the entire game now.

Improved AI pricing algorithms in Marketing and Malpractice DLC.

AIs don't patent things quite as often.

AIs now have staggered start times so they don't all flood the market at the same time in the early game.

Reduced the extent to which ingredient prices increase in base game in reaction to oversaturation. It was squeezing low level cures too intensely.

Increased value of all level 1 and some level 2 cures in base game.

In the base game, there are now only 2 AIs in Advanced, Quick Start and Room to Maneuver scenarios. This is balanced by the improved AI algorithms mentioned above.

Fixed bug where hover for "Average Saturation" was shown on the wrong column on the company tab.

Fixed some typos in event text.

Machine process times can never go below 1 (was possible before using mods).

To summarise, I've tried to decrease the difficulty in the early game which was caused by all the AIs rushing the market and filling it with level 1 and 2 cures.

This is balanced by a more difficult mid and end game because the AI is much more proficient at keeping up with the player as they build higher level cures.

These changes affect both the base game and the Marketing and Malpractice DLC.

Give it a go and let me know what you think, I think it makes the game a lot more interesting!